History log of /external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
1c38ee380dc6c847c62e8a83978b31382f55bcff 12-Oct-2016 Eric Anholt <eric@anholt.net> vc4: Move simulator memory management to a u_mm.h heap.

Now we aren't limited to 256MB total allocated across a driver instance,
just 256MB at one time. We're still copying in and out, which should get
fixed.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
e2d7760df5a65ce6ab119e026725c809b8e8bfe3 02-Jul-2016 Eric Anholt <eric@anholt.net> vc4: Add a bitmap of branch targets in kernel validation.

This isn't used yet, it's just a first step toward loop validation.
During the main parsing of instructions, we need to know when we hit a new
basic block so that we can reset validated state.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
da92f16c500642879221b201a8292080236b4251 14-Dec-2015 Eric Anholt <eric@anholt.net> vc4: Fix min() wrapper definition for the simulator's kernel code.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
0afe83078d10e0d376f7c3e2515ab2682fec0eb1 05-Dec-2015 Eric Anholt <eric@anholt.net> vc4: Bring over cleanups from submitting to the kernel.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
044f7bbda077ea7029fb1004183b29127307bd84 28-Jul-2015 Eric Anholt <eric@anholt.net> vc4: Keep the validated shader around for the simulator execution.

This more closely matches the kernel behavior on shader validation now.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
1d45e44b2f9e52d6eebe84ab08da6b7393011f95 17-Jun-2015 Eric Anholt <eric@anholt.net> vc4: Move tile state/alloc allocation into the kernel.

This avoids a security issue where userspace could have written the tile
state/tile alloc behind the GPU's back, and will apparently be necessary
for fixing stability bugs (tile state buffers are missing some top bits
for the tile alloc's address).
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
6dd55b49090da22d3a8e9226507a95e914eaf10f 12-Jun-2015 Eric Anholt <eric@anholt.net> vc4: Handle refcounting the exec BO like we do in the kernel.

This reduces the diff to the kernel, and will be useful when I make the
kernel allocate more BOs as part of validation.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
e67b12eaf89acc9c446de77b77120a2f6cdbbe12 01-Jun-2015 Eric Anholt <eric@anholt.net> vc4: Update to current kernel validation code.

After profiling on real hardware, I found a few ways to cut down the
kernel overhead.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
49d3c6a8e63ead43fafb7d52e2c770a1320eb2ee 23-Feb-2015 Eric Anholt <eric@anholt.net> vc4: Update to current kernel sources.

New BO create and mmap ioctls are added. The submit ABI gains a flags
argument, and the pointers are fixed at 64-bit. Shaders are now fixed at
the start of their BOs.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
0b96a086cbb4bcf0a5aab1fee6d77c1e40295297 01-Oct-2014 Eric Anholt <eric@anholt.net> vc4: Move the mirrored kernel code to a kernel/ directory.

Now this whole setup matches the kernel's file layout much more closely.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
d2cc7f97df655bbca6486fbe81e35139215d7b72 03-Aug-2014 Eric Anholt <eric@anholt.net> vc4: Add validation of raster-format textures.

... and reject everything else, for now.

v2: Rebase on v2 of the rendering config validation change.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
3aba1b124ffcd4b9a62cbf68744b5d9fe9424ea8 03-Aug-2014 Eric Anholt <eric@anholt.net> vc4: Add validation that vertex indices don't overflow VBO bounds.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
9f24e4e6ed1d5b6a6ea3358c51fe4fccfc860174 03-Aug-2014 Eric Anholt <eric@anholt.net> vc4: Add a bunch of validation of render mode configuration.

v2: Fix a build break after some previous rebase.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
0bc2aed90fdfcedad501f769cbd2ae61b5a0ecb8 02-Aug-2014 Eric Anholt <eric@anholt.net> vc4: Add a bunch of validation of the binning mode config.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
b6caa9556c7c1cf9206ac610fb57587ad119d3ab 02-Aug-2014 Eric Anholt <eric@anholt.net> vc4: Validate that the same BO doesn't get reused for different purposes.

We don't care if things like vertex data get smashed by render target
data, but we do need to make sure that shader code doesn't get rendered
to.

v2: Fix overflowing read of gl_relocs[] that incorrect flagged of some
VBOs as shader code.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
c047f1360306e0e25d2500ae13e2424254a47dbd 01-Aug-2014 Eric Anholt <eric@anholt.net> vc4: Align following shader recs to 16 bytes.

Otherwise, the low address bits will end up being interpreted as attribute
counts.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
2b16b3d75fa9350e358e80a4189d4f592c7394d4 23-Jul-2014 Eric Anholt <eric@anholt.net> vc4: Fix things to validate more than one shader state in a submit.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
a8f2bf0f51222a96a49dfb3d6f9b36d3e54d08cd 21-Jul-2014 Eric Anholt <eric@anholt.net> vc4: Rewrite the kernel ABI to support texture uniform relocation.

This required building a shader parser that would walk the program to find
where the texturing-related uniforms are in the uniforms stream.

Note that as of this commit, a new kernel is required for rendering on
actual VC4 hardware (currently that commit is named "drm/vc4: Introduce
shader validation and better command stream validation.", but is likely to
be squashed as part of an eventual merge of the kernel driver).
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h
a3cd3c0d198374647df3db83198e8ce0cddcb6b7 18-Jul-2014 Eric Anholt <eric@anholt.net> vc4: Switch simulator to using kernel validator

This ensures that when I'm using the simulator, I get a closer match to
what behavior on real hardware will be. It lets me rapidly iterate on the
kernel validation code (which otherwise has a several-minute turnaround
time), and helps catch buffer overflow bugs in the userspace driver
faster.
/external/mesa3d/src/gallium/drivers/vc4/vc4_simulator_validate.h